by qoonpooka » Thu May 18, 2017 2:36 pm
I have always wondered why skills only softcapped you for craftings.
Current system:
Excellent Crafter + Good Material = Good Product.
Excellent Crafter + Excellent Material = Excellent Product.
Soldier-Trying-To-Pretend-He's-A-Crafter + Good Material = Garbage product (as it should.)
ST2PHAC + Excellent Material = Good product ?! (Smartmetals?)
Excellent Crafter + Garbage = Garbage.....
That last case bothers me. Skill should matter for an upside. Consider: Terrible clay thrown on a decent wheel and fired in a decent kiln will 'rescue' the low Q clay and produce a better product. If an unthinking slab of stone with a rope on it can do that, why shouldn't a thinking being?
Skills shouldn't just softcap hand and station-crafted goods, they should be considered 'tools & equipment' for purposes of quality. Low skill will still hurt, but high skill will let you continue the quality race to a point.
Farming, sawing boards, digging stuff up, mining, anything you don't touch (steel, smelting, etc) should be exempt from this. Even if you subject the upside to a more powerful diminishing return that's fine, little pips here and there still give crafters something to push for into the endless future. But given the same materials, a better crafter should produce better product.
The system I'd try is to have the geometric mean of crafter softcap and tool/processing station be used instead of Q of tool/processing station. This means that building new stations (which is purely material based anyway) is vitally important since the biggest gains will be there (skills+attr softcaps will outpace material Q basically immediately) and the further ahead your skills get, the harder that lower Q gear will pull on your impact.